total_newbie, yeah, I understand completely why the words "trigger" and "counter" would never have occured to you. I hate having a problem and the only barrier to me finding out how to fix it is that I don't know what it's
called, so I have no idea what to google. like you can't learn unless you already know, so your only recourse is making vague hand motions and using words like "thingy."
(there's probably some academic education term for that kind of block, but I don't know what it's called. :P )
The trick to sussing out where a solution will be comes from an understanding of how targets and targetnames behave, and how entities handle them.
Each one is essentially a parameterless "ping." A button sends a ping. A door opens when it receives a ping. You want the door to appear to open only after receiving
two pings - to count to two first - but doors only ever respond to single pings at a time. So, you need something in between that can count pings from other sources, and then send its own single ping to the door.
Every entity only really has domain over itself. Any interaction more complex than ping-respond is going to require some kind of flow chart of entities.
Of course, if you don't
know that, it's like its own small barrier to finding out. You've got buttons and a door, and each one is a mess of poorly documented spawnflags and keyvalues, so you figured what you wanted was in there, and not some extra middle man entity that isn't visible in game. Everyone else here already knew that you wanted a trigger_counter, but more importantly, they knew that doors only offer complexity and options with regards to how they go up and down, and not
when.
I'll plug the quake editing wiki before spirit does:
http://quakewiki.org/wiki/Entity_guide